MAÜ GCRIS Standart veritabanının içerik oluşturulması ve kurulumu Research Ecosystems (https://www.researchecosystems.com) tarafından devam etmektedir. Bu süreçte gördüğünüz verilerde eksikler olabilir.
 

Experiencing Cultural Heritage Through Gamification: Mardin orphanage

Loading...
Thumbnail Image

Date

2023

Journal Title

Journal ISSN

Volume Title

Publisher

Education and research in Computer Aided Architectural Design in Europe

Open Access Color

OpenAIRE Downloads

OpenAIRE Views

Research Projects

Organizational Units

Journal Issue

Events

Abstract

This paper presents early-stage research about the role of gamification in experiencing cultural heritage strongly within the sociological context, specifically focusing on the transformation of the old orphanage located in the historical city center of Mardin. The study acknowledges the significance of the old orphanage as an architectural heritage exemplar, built of natural Mardin stone, situated within a unique historical and archaeological urban environment. However, it recognizes the challenges of preserving the building's heritage value, which necessitate surpassing the superficial restoration methods applied to adapt it into a hotel. The primary motivation of this research is to develop a method for creating a navigable and interactive virtual replica of the orphanage, centering on the processes and outcomes of transferring its heritage value. To achieve this, the paper initially outlines the documentation and analysis procedures employed, utilizing photogrammetry to capture the past and current states of the orphanage. Subsequently, participants engage with a gamified and realistic digital replica of the orphanage, involving task-based interactions and scenario-based experiences. The paper concludes by presenting preliminary results concerning participant reactions to the initial virtual model, delivered through a VR device. By raising awareness about the significance of restoring and preserving historical heritage, this study aims to positively impact the domains of tourism, education, and conservation. Furthermore, it intends to shed light on future research opportunities in the field of digital cultural heritage.

Description

Keywords

Digital Cultural Heritage, Gamification, Mardin, Photogrammetry, Virtual reality, VR Device

Turkish CoHE Thesis Center URL

Fields of Science

Citation

WoS Q

Scopus Q

Source

Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe

Volume

2

Issue

Start Page

671

End Page

680